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That makes it look like the intention is to watch for changes in .PPJ files but the language server doesn't reload those files when they are edited and saved.
To Reproduce
Steps to reproduce the behavior:
Open a workspace with a PPJ file.
Change/add/delete an import or source path.
Changes don't take effect in the project explorer. You have to close and reopen the workspace to get them picked up.
The text was updated successfully, but these errors were encountered:
It's possible this should just be "wontfix" because I'm not sure it makes sense to support PPJ files for skyrimse anyway. Nothing else for skyrim/se uses them, and if these things are just stored in the .code-workspace config they can be easily inserted into build task configs in tasks.json. That would make project generation easier too.
Basically I'm suggesting just adding Source Folder and Import Folder (As ; delimited list) to the config since you have to pass these to sse papyruscompiler anyway. FO4 could potentially use either option (I'm not sure it hurts to allow this to be used for FO4 too) but FO4 uses probably want to just use the PPJ since that's the FO4 way of doing things and the compiler will actually read that.
Describe the bug
Actually this is only a problem if the .PPJ file is in the workspace root (separate folder, not in the game directory) and possibly only for skyrimse.
I'm unsure if this is a bug or an enhancement request but... there's some code here in LanguageClient.ts:
That makes it look like the intention is to watch for changes in .PPJ files but the language server doesn't reload those files when they are edited and saved.
To Reproduce
Steps to reproduce the behavior:
The text was updated successfully, but these errors were encountered: